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controller.ts
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controller.ts
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namespace multigame {
//% fixedInstances
export class Controller {
constructor(public player: number) {
}
/**
* Run some code when a button is pressed, released, or held
*/
//% weight=50 blockGap=8
//% blockId=multi_ctrlonbuttonevent block="on $this $btn **button** $event in game $gameName"
//% group="Controller"
//% color="#D54322"
onButtonEvent(gameName: string, btn: ControllerButton, event: ControllerButtonEvent, handler: () => void) {
switch (this.player) {
case 1:
switch (btn) {
case ControllerButton.A: return _state.registerButtonHandler(gameName, AllButtons.A, event, handler)
case ControllerButton.B: return _state.registerButtonHandler(gameName, AllButtons.B, event, handler)
case ControllerButton.Left: return _state.registerButtonHandler(gameName, AllButtons.Left, event, handler)
case ControllerButton.Up: return _state.registerButtonHandler(gameName, AllButtons.Right, event, handler)
case ControllerButton.Right: return _state.registerButtonHandler(gameName, AllButtons.Up, event, handler)
case ControllerButton.Down: return _state.registerButtonHandler(gameName, AllButtons.Down, event, handler)
}
break;
case 2:
switch (btn) {
case ControllerButton.A: return _state.registerButtonHandler(gameName, AllButtons.A2, event, handler)
case ControllerButton.B: return _state.registerButtonHandler(gameName, AllButtons.B2, event, handler)
case ControllerButton.Left: return _state.registerButtonHandler(gameName, AllButtons.Left2, event, handler)
case ControllerButton.Up: return _state.registerButtonHandler(gameName, AllButtons.Right2, event, handler)
case ControllerButton.Right: return _state.registerButtonHandler(gameName, AllButtons.Up2, event, handler)
case ControllerButton.Down: return _state.registerButtonHandler(gameName, AllButtons.Down2, event, handler)
}
break;
case 3:
switch (btn) {
case ControllerButton.A: return _state.registerButtonHandler(gameName, AllButtons.A3, event, handler)
case ControllerButton.B: return _state.registerButtonHandler(gameName, AllButtons.B3, event, handler)
case ControllerButton.Left: return _state.registerButtonHandler(gameName, AllButtons.Left3, event, handler)
case ControllerButton.Up: return _state.registerButtonHandler(gameName, AllButtons.Right3, event, handler)
case ControllerButton.Right: return _state.registerButtonHandler(gameName, AllButtons.Up3, event, handler)
case ControllerButton.Down: return _state.registerButtonHandler(gameName, AllButtons.Down3, event, handler)
}
break;
case 4:
switch (btn) {
case ControllerButton.A: return _state.registerButtonHandler(gameName, AllButtons.A4, event, handler)
case ControllerButton.B: return _state.registerButtonHandler(gameName, AllButtons.B4, event, handler)
case ControllerButton.Left: return _state.registerButtonHandler(gameName, AllButtons.Left4, event, handler)
case ControllerButton.Up: return _state.registerButtonHandler(gameName, AllButtons.Right4, event, handler)
case ControllerButton.Right: return _state.registerButtonHandler(gameName, AllButtons.Up4, event, handler)
case ControllerButton.Down: return _state.registerButtonHandler(gameName, AllButtons.Down4, event, handler)
}
break;
}
}
/**
* Register code run when a controller event occurs
* @param event
* @param handler
*/
//% weight=10 blockGap=8
//% blockId=multi_ctrlonevent block="on $this $event in game $gameName"
//% group="Controller"
//% color="#D54322"
onEvent(gameName: string, event: ControllerEvent, handler: () => void) {
}
}
//% fixedInstances
export class Button {
constructor(public button: AllButtons) {
}
/**
* Run some code when a button is pressed, released, or held
*/
//% weight=99 blockGap=8
//% blockId=multi_keyonevent block="on $this **button** $event in game $gameName"
//% group="Controller"
//% color="#D54322"
onEvent(gameName: string, event: ControllerButtonEvent, handler: () => void) {
_state.registerButtonHandler(gameName, this.button, event, handler)
}
}
//% fixedInstance whenUsed block="{id:controller}A"
export const A = new Button(AllButtons.A);
//% fixedInstance whenUsed block="{id:controller}B"
export const B = new Button(AllButtons.B);
//% fixedInstance whenUsed block="left"
export const left = new Button(AllButtons.Left);
//% fixedInstance whenUsed block="up"
export const up = new Button(AllButtons.Up);
//% fixedInstance whenUsed block="right"
export const right = new Button(AllButtons.Right);
//% fixedInstance whenUsed block="down"
export const down = new Button(AllButtons.Down);
//% fixedInstance whenUsed block="menu"
export const menu = new Button(AllButtons.Menu);
//% fixedInstance whenUsed block="player 2"
export const player2 = new Controller(2);
//% fixedInstance whenUsed block="player 3"
export const player3 = new Controller(3);
//% fixedInstance whenUsed block="player 4"
export const player4 = new Controller(4);
//% fixedInstance whenUsed block="player 1"
export const player1 = new Controller(1);
}